#version 430 core
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec4 inColor;

out vec4 fragColor;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    gl_Position = projection * view * model * vec4(inPos, 1.0f);
    fragColor = inColor;
}
